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Everything posted by bigv32
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I can't speak on the automated variances, I am pretty sure it should be above the bashed patch. Don't hold me to that lol. Do you use BOSS? Also, your Wyre Bash is showing Dawn as red highlight, so I would first revalidate your local files with steam. Anyway, we could use some more info. You should enable logging and post a log of when you crash. There are guides on how to do that, but off the top of my head, I do know there are two or three ini settings to change. Where do you crash? Is there any consistency as to where you crash or what you are doing? We could use as much information as you can give us. How long can you play before you crash? How many/what kind of texture mods do you have? Not all mods have esp's so we don't know about those, because it could just overload your system. While a load order is a good start, it is just a start. I see several mods on there that I have had and/or heard cause crashes, but without a log, it is hard to tell. However, if you want to start somewhere simple uninstall the ASIS mod. For some people it works great, but in most cases I have seen, it doesn't last long.
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I agree with Mshoap above. Another problem you have is the mods you listed as having just intalled are all very "game changing mod" as in they add a lot of stuff that can easily mess up a game if not properly handled. Scenic Cairages can mess with npcs etc. Moonpath should never be active unless you are using it and then deactivated. ACE and CCO both change multiple things. What is you load order? Have you used Boss to sort that load order? Do you use nexus mod manager or some other manager to install/uninstall your mods? Do you have Wyre Bash or TESVedit? With a huge load order, if you are using skytest, that does have problems with large load orders. Also, the alternative start mod is a very touchy mod. This is especially true if you try to start the normal way and can wreck a game save if you try to do some quests in the wrong order. Before you reinstall the game, validate it with steam first. Some vanilla scripts can be affected by uninstall other mods that altered or removed them, so re-validating usually fixes this for me. Finally, like you said you have a lot of mods. Some people think it is okay to install every mod out there and it will be fine as long as they don't conflict. The problem comes from that fact that there is a thing as to many mods. Installing mods just for the sake of installing a mod is not a good thing. Each mod should add something to the particular game you are playing. A classic example of this is armor mods (for the player only not npcs). Yeah the armour looks cool, but no player can use a dozen or so of those mods. Weed down you mod list by taking out things that if you were honest with yourself, you could live without. I am not saying it you have too, but you will find that you have fewer problems in the future with less mods installed. Even if they don't conflict, they can make a game bloated.
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You could use the coc console command to go to riverwood etc straight from the main menu. This will allow you to do the test and not bother a save. Also, post you load order. Have you used Boss?
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Help Fixing a few CTDs (Wait related sometimes? LOLWHAT?)
bigv32 replied to SturmFalkeRDA's topic in Skyrim's Skyrim LE
I was pretty sure based on some of the errors, you had hearthfire. Definitely check out the unofficial patches. They should not conflict with other mods because they are to be placed rather high in your load order. As for Wyre Bash, I am sorry, but I always misspell it. It is Wyre Bash. Just search Wyre in the search box on the nexus and sort by downloads. It should be the top one. I would choose the standalone version and install it into your skyrim folder and start it up. Anyways, all you would need to do with Wyre is start it, and go to the mods page. At the bottom of your list of mods, you should see something like Bashed Patch 0.esp. Just right click it and click rebuild patch. Then just click ok and it will build it automatically. As for TESVedit, it is just as easy to use for the basic stuff. On its page on the Nexus, they should have links to some videos by Gopher on how to use it to clean mods etc. For now, lets try this to see how things go. Just install the unofficial patches and then see how things go. If your crashes around your home stop, then we have got that fixed. If you crash while in a dungion of sometime around combat, upload that log. You may have some conflicting scripts from your combat mods. Based on you description, you may actually have two or three things that conflict. Only other question I have for you is: Are you using Nexus Mod Manager or are you manually installing/uninstalling every mod? -
Help Fixing a few CTDs (Wait related sometimes? LOLWHAT?)
bigv32 replied to SturmFalkeRDA's topic in Skyrim's Skyrim LE
Hello SturmFalkeRDA, I am going to list out things I noticed right away and then add some more. 1. I see none of the unofficial patches in your load order. The dawngaurd one should fix many of the problems with DLC. Look for HerthFire too if you have it.. 2. If you have the autosave feature enabled, disable it from now on. Get in the habit of using the quicksave key (I think the default is F5, but I'm not sure as I rekeyed mine. 3. Download TESVedit and clean those mods. I don't think those are causing your issues, but better safe than sorry. 3a. Download Wyre Bash and make a bashed patch. I recommend a bashed patch over a merged patch because I have seen issues with merged patches and leveled lists. (run boss before you make the patch) 4. Rebuild you Asis patch if you want to keep it. Honestly, I would just uninstall ASIS until you get your crashing sorted out. Asis is great and all, but there are to many issues with it (at least since the DLC or patch 1.6 or 1.8). 5. Make sure you are using the cloak mods correctly. All the log tells me is that those esp's are present. I can't tell if you have them activated, so you should make sure. I honestly think the unofficial patches will fix many of the issues. I have learned from personal experience that the autosave feature (while useful) causes more problems because of (simply put) Bethesda did a bad job of implementing it. The quicksave feature is safer. If you don't feel like doing all five things above (you might as well), at least do 1,2 and 4 (I highly recommend uninstalling it till you get this figured out and note I said uninstalled. Not just deactivate it). Finally, you might want to consider cleaning up that list a little. If you aren't using a mod or playing a character that uses it, I would uninstall the mod. Did the crash log you have listed take place inside one of your homes (hearthfire or tundra defense)? I personally am leaning Hearthfire, but please tell me if I'm right or wrong lol. -
Horosha, Dead thread my friend. Look at the last post date before you. I would suggest starting your own thread. By the way, if you do, post some more info like what mods you just added, where you are crashing, etc. However, I believe your problem is that your bashed patch and Asis esp's are in the wrong place. They should be at the bottom. Fix this and then rebuild them.
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Sovanak does make a point, but I believe it should be clarified slightly. BOSS can mess up your load order if you use mods that have not been put in the master list or have been altered. It is even possible that new updates for mods as well as the fact that I don't believe BOSS has been tested with every possible configuration of mods out there. That is why mod authors and the people who put together guides like STEP still say that you should always read through the readme's of every mod. A good mod will have a readme that tells you what the mod does, but a great mod will tell you not only what a mod does, but to a small extent, any changes or different features that it makes to do it. Additionally, read the comments for each mod from the past couple weeks to a month. Not only can you learn about potential problems with that mod, but you will find more situations where other people have had problems and had them solved. Even then, BOSS is still just a tool/program on a computer and as such is not perfect. That being said if you use BOSS every time you install a new mod, you should not have any load order issues when it comes to major crashes. I have never ever seen or heard of BOSS screwing up a persons game if they use it properly (after each new mod). In cases like this, it is common for the problem to be that the game worked with the old load order because it was forced to, but once the order switched, the game freaks out. It is kind of like doing a Chinese Firedrill. It is easy when the car is stopped, but if you do it after you have already started driving the car, the results can get interesting very quickly. Granted, if the load order is bad so that it only crashes when a certain interior or a very specific part of the map is loaded, I don't believe even the other tools for Skyrim could help you detect that early. What is common is for people to install multiple mods at once that they have never used before or that are new. When they have problems, it is even harder to figure out if it is one of the new mods itself or a conflict with another mod. The good (and bad) news is that in this situation, we are dealing with scripting errors. To my knowledge, I do not believe any of the mod tools available check for script compatability to see if any of them break the others. These logs seem to be showing scripts that added by a specific mod or type of mod that we should be able to track down.
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I do know for a fact that BOSS does not detect some mods that need cleaning. In my experience, the less known/fewer downloaded a mod has, probably means it will not be detected. What I believe happens is that BOSS can tell if a file has been cleaned or not, but it must know that that file should be cleaned. Basically, if it see's a file that it knows should be cleaned, it marks it till its done. In my experience, it does not check each mod. If it did, it would seem to me that all they would have to do is go one more step and implement the changes itself and you wouldn't need TESVedit. The QF_MQ102_0004E50D.psc errors/warnings you are seeing has something to do with (I believe this to be relatively accurate, but give me some leway here) to do with the start of the game and the Helgen scenes. Try to uninstall the alternative live start mod (I am pretty sure you had it) and then re validate your game cache with steam. I have had issues with this mod in the past. Are you running two ENBs? I am seeing PNENB and Skyrealism there. What mods did you install before these crashes happened? It does not matter if you haven't installed a new mod for a week. It is just more information for us. Note: This question also includes mods you may have had install, but the esp unchecked. Have you rebuilt your bashed patch since any recent running of BOSS, or now mods? If not, run BOSS, rebuild the patch, and I would run BOSS one more time just to be safe. How far are you in the main quest? Basically, have you gotten far enough to fight your first dragon and start them spawning? Do you have these problems when you coc from the main menu into Riverwood? What I will suggest below does not depend on the answer to that questions, but it would be good to know. Take out the alternative life start mod and revalidate your local files through steam. Test to see if you still crash (both with your save and by using the coc console command) Take out any of the dragon mods (including the everyone run mod that makes everyone run inside). Test again. If you are still crashing, please post as much of the log as you can. If it is too long (which it should not be considering these test should not take long), just find some repeating areas and mark them are repeating. Please make sure we get the bottom of the log. Based on all the logs I have seen, I do not believe you have posted the bottom part. There is usually a part that says VM freezing/crrashing. If that has not been there, then I'm sorry. I just normally would have expected to see that in most logs. If you aren't seeing that at all, then we could be looking at a RAM/VRAM issue. Do you have any programs on your computer that can measure RAM/CPU/VRAM usage? Also, it is a long shot, but I trust the source I heard this from on one of his videos, are you using Google Chrome? If you are, shut that down when you play Skyrim. With some of your graphics mods that affect water etc, it has been awhile since I looked at the step list, but isn't water already included in it? If it is, did you include it, because if you did, you may be doubling up on the same textures and when you combine this with your other water mod, it could give you an issue. I don't think it is causing the crashes, but still. Just some final thoughts for tonight on your mods. I noticed you have a ton of mods that make a huge amount of changes overall. My question is do you really need all of them? If you want them, it is fine, but the more you have the bigger the chance you will have crashes. For example, you have mods that alter normal combat with swords etc and a mod that alters magic. Personally I usually only have one or the other depending on my character. Sorry for the length, but there is a lot of possibilities here lol. Let us know what happens. If you post and you don't get a response from me or anyone else, just send me a message. Its not that I just left you hanging, but I sometimes forget to check all the threads I have posted on lol.
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Based on the logs, I would try to uninstall any of your fish mods as well. However, I also believe a major problem could be the deleted references that keep popping up in those logs. I would download TESVedit and clean your mods by not only removing identical to masters option, but also the delete and disable references option. This is definitely a problem with the second logs there. I would say that first off, make sure the mods are up to date and then clean them using both options in TESVedit. The remove deleted references is important there. If you still get crashes with those same messages, try to remove the mods completely. Have you EVER used the claralux mod 4A with your current save game? I know that its not in your load order, but some of its scripts can cause problems even after unistalling it. A couple of more questions, where are you located (your character in game) that this particular crash is happening (log 2)? Also, if you could ID the mod that has the FCadditemAndDelete script, that would be very helpful. One last idea you could try. Turn off all mods except Skyrim/Dawngaurd/etc.esm, the unofficial patches, and climates of tamriel. Start the game and hit the console (~) and type coc riverwood. Then make a separate save. Go to where ever you are currently crashing (use the toggle map markers option (tmm 1) to get there quicker. This is a debugging process other than an actual play through.) Now mess around a little. Do what you want (run, jump, spawn some enemies, harvest food, whatever). See if you crash. Then install about five mods at a time and repeat the process till you crash. Use that to narrow down your mod problem. Or you could work backwards and disable mods till you don't crash. As said above, try disabling skytest and also your fish mods (if cleaning them fails).
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You are asking for the cheapest route, but that honestly depends. From what I can see of your motherboard, I can't tell what kind it actually is. It says alienware, but that just means they bought it from someone else. As for CPU upgrade, you are looking for a CPU socket 775 LGA. You are running at about 2.83 GHz. While thats not bad, you would actually see a massive improvement in frame rates with just that upgrade alone with your current mod list (before someone jumps on me, I would like to point out I said with his current mod list which does not include HD mods). Skyrim on vanilla settings can actually become CPU limited quicker that GPU limited. As for your GPU, if you want HD mods, than obviously this is a must. If you upgrade, make sure your motherboard has the correct/compatible PCI slot (most likely you would need PCI 2.0 (3.0 for the newest cards)). However, if you upgrade your GPU, you will become CPU limited with your current CPU lol. As for the RAM picture you showed us, the only thing I would point out is that Skyrim has been patched (or so they say lol) to use more RAM, so going to 8GB couldn't hurt. Some notes on this. If you are on a tight budget and upgrading, I would make RAM the last thing I looked for. Also, whenever you buy RAM, you should make sure it will work with your CPU/MOBO combo. As for the ssd, it should be the last upgrade on your list honestly. Fast load times are great exspecially when you have HD mods, but you will not see the same bang for buck as you would with the CPU or GPU. If you gave us a max budget you were willing to spend on either upgrades and/or building a new machine, it would be a little easier to help you out.
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I would agree with what has been said above. You could easily play vanilla skyrim with that machine. You should also be able to play with some decent mods as long as your smart about it. Picture the STEP mod lineup with the medium resolution settings when you are given the choice. HOWEVER, I would also agree with those above that say you could build a FAR FAR better system for about the same price. The trick is to reduce what you wouldn't need (16GB of ram for instance. If anyone ever uses that much RAM for playing just skyrim, I would love to see their mod list. and the harddrive size would help to reduce your cost. I am assuming the machine is only for gaming here. If you do do multimedia stuff, than 16GB of ram would be worth it, but at that point, you would be bottlenecked by the CPU.) I noticed the price was in euros, but I believe that works out to about 750-850 USD. Just look online for build it yourself guides. I am not sure about the rules of this forum when it comes to linking to other sites for recommendations such as this, but if you want to send me a message, I could point out where I learned and still learn about hardware and builds. Final Note If you do buy that machine, do not just take out the memory stick. I am pretty sure that will actually hurt the performance. I believe that RAM is the newer, but being DDR3, I believe it is duel channel (it could be quad, but I don't believe that is the case here). Taking one stick out will force the remaining stick into a lower channel numbers (very simply put). As for the 1600 MHz, while it is nice to have that fast of RAM, it is more expensive (this is for if you build your own). Many Mobo's won't automatically set the RAM at that frequency, and I would be curious to see if even the system that you are thinking of buying had it set at 1600 MHz. Most likely it would default to 1333 MHz. If you gaming machine is being limited by the speed of your RAM, it means (for skyrim) that you have an amazing machine that has no CPU or GPU restrictions. RAM is nice, but as Sucrithus said, upgrade something else.
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Solved, but the question at the end is still one I am curious about if anyone cares to explain it to me. First off, please let me say that this has happened twice already, but I have no idea why. Also, it cannot be related to any mods I have installed as you will see when I explain it below. Technically, the problem happens after using one mod, but it is not a content mod. This happened both before and after a complete reinstall of the game. In both cases, I use the Simple Windowless Borders mod to play. After a while of playing, I will leave and come back to the game. However, in both cases before and after a reinstall, absolutely no launcher will work for skyrim (Note no mods had been added before). The borderless window mod, skse launcher, even the default game launcher work. They all load through the intro video and stop when you can see the Skyrim symbol but before you can see the options. I have tried to verify the games local files with steam and it always says 1 file failed to validate. It then proceeds to download this file, but I have no idea what it is. Still the problem persists. Can someone help me on this? The first time this happened, I had already played over 20 hours with the same set of mods with no additions or subtractions. After a complete reinstall of Both windows and Skyrim, I played for about 2 more hours before the problem happened again. FYI I am not going to use the SBW mod anymore, but I just want my game to start up so I can at least play the thing. EDIT: I don't believe it, but I found the problem to be my merged patch from the TESVEdit. Can anyone explain to me how this was the problem?
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Does anyone have anything to add or at least some advice? It would be nice to know this stuff going forward lol.
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I have long been a user of the "edits" from Fallout3 to New Vegas to Skryim. However, one thing I have always wondered, so I thought I would finally just ask. I was wondering about some of the conflicts that mods have when I filter my load order. These conflicts do not seem major (to me anyways), but I just wanted to make sure. These conflicts are unique in that they some mods agree and some mods dont agree, so when a merged patch is made, the middle ones are left out. (I do understand that there are some differences that are the intent of the mod makers to make their mods work. I am not talking about those.) Here are a few examples. When I filter, 1. Many workspace areas differ between mods simply because one area has been marked "compressed" while other haven't. The main mods that comes to mind is the Warzones and King of Riverhelm mods. Many of their edited workspaces are not marked "Compressed" while most other mods that add things to the area (such as some of the lantern mods) leave the zones as compressed. 2. For some armor mods (immersive armors comes to mind), the areas marked for the body type are slightly different. I am not saying they are totally different so as to be a mod authors choice. There are two areas dealing with the body. One mod has one area filed in while the other has the other area filled in. Both of these areas convey the same information, but there is a conflict winner and losers here as well. Along the same lines, the keywords for these items also changes. Say the Skyrim.esm has 3 keywords while the next mod has 4 while the next mod has 4, but one is different from the second mod. The merged patch now has 5 words, but the middle two mods now show up as conflicts. 3. Again dealing with the world spaces, some areas in some mods have min/max x y values while others are blank. In these cases, each mod either agrees witht the skryim.esm or the update.esm. Now for my question. What I have been doing is going through and making my merged patch basically eleminate as many conflicts like these as possible without obviously changing what the mod author intended. So for the first example, I go a head and mark the warzones worldspaces as compressed. I go back and alter the esp's of the armor mods so that they to have the new keywords and agree with each other. Simply put, I make it so that when TESV Edit filters for conflicts, there are as few Red words and/or highlights as possible. Is this sort of editing good for the game in terms of stability? In my experience, it does seem to help, but I wanted the opinions or facts from people who are better than me at this sort of thing. PS: I know this takes a long time and I know that theoretically if I add a new mod after doing this, some bad things could happen. I am just asking as a person who pretty much has his load order set in terms of major mods.
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Update: I found another video on youtube that said I should try to update my DX10, but I did that and it still does not work.
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Ok, first off, I thought it was the one mod I downloaded, but I disabled all mods and started a new game. The problem still persists. I even tried a DX10 trick I found online, but it still did not help. The problem is that NPC's do not continue talking like they should. For instance, in the opening carriage scene, no one spoke to me the whole way to Helgen. (I was only able to advance by using the trick I will discribe below) When the Dragon showed up, I did not hear him do anything. After Helgen, on the way to Riverwood, when we got to the Gaurdians Stones, they were not there. They only appeared again after I did the trick below. A few more things: On the way to Riverwood, we were attacked by wolves. All of a sudden, there was no noise except me swinging my sword. When I got to Riverwood, the guys blacksmith uncle was not present. The quest marker was where he was suppose to be, but there was no one there. Also, several other scripted events did not occur like they should have. For example, when you enter town for the first time, the old lady there says she saw a dragon and gets in an arguement with her son over it. This did not happen until I did the trick below. The Trick (a very short and quick fix. it does not work for long) All I had to do to get things to advance was to pause the game. However, sometimes it would take two or three pauses to get them to work. For example, to get the dialog to begin in the carrage, I had to pause after every couple of lines. To get the gaurdian stones to appear, it took a couple of pauses. When the wolves attacked, when I unpaused the game, I got all of the sound I should have gotten. The issue was it all came at once as one noise. In Riverwood, the uncle appeared after I paused. Update: I wanted to see what other affects this problem was causing. When I walk down the road to WhiteRun, nothing updates. What I mean is the normal scene where that giant is fighting the companions does not happen. In fact, no one is there. The map is just blank. Has anyone had this problem or know of a way to fix it? I have done everything from reinstalling to disabling all my mods. I would just like to make sure what I have done is clear. This problem persists after a clean install AND no mods installed. I have read it is something to do with the latest patch, but I can't comment on that since I do not know when my skyrim updated (I believe it did it automatically) nor do I know if I played the game after this update was installed. Today was the first time I noticed the problem, but I have not seriously played the game for a week or two due to RL and making my own mods. Thanks for your help.
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thanks for the suggestions. I will look at the mod you recommended. Also, I am coc into the cells everytime I start the game up to test it faster. This way I never have an actual save.
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In a house mod I have been working on, I seem to be having a lot of problems with some weapon racks. When I say weapon racks, I am referring to anything that holds weapons: Weapon Racks (both the wooden standup ones and the ones that go on the walls) and even my display cases are having trouble. I have found that I can place weapons on the racks, but here is a list of my problems and then some information: 1. This refers to the stand up ones that are literally wooden racks. When I place weapons in these, the weapons just hang in the air far away from the rack itself. 2. This problem exists for the weapon displays that hang on wall and have the plaques. I am also talking about both the single weapon displays and the shield/two weapon display varieties. When I hand a weapon/s and/or shield, most go on without issue (see next issue). However, when I leave the cell and come back, the weapons fall off the racks. 3. On the single wall display plaques, my axes do not display properly. They always appear to far down. This is the least important issue to me. Info: EDIT: I am using the coc console command at start up in order to get to the cells because they are not connected to the world yet. 1. All of these racks were copied by me from other mods. Also, I have copied racks from other vanilla cells and tested them without success. 2. Every rack I have copied I have tested in their original mod or vanilla cell and they worked fine (please see next piece). 3. All the racks I have copied I am using in another cell and they work without issue. It would appear the problem is related to this cell only or something is happening when I copy them. 4. I have personally made one of each of the three racks/plaques and they all have the same problem. 5. I have even tried to rotate the activator parts for all the racks by 0.1 on the z axis without success. I learned this trick from a similar issue I had with some bookshelves. 6. I can't stress this enough. All the racks that have been copied have also been tested in their original states. These racks also work in another cell but my problems exist when I move to the new cell. Does anyone have any ideas?
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I did not use bash in the fallout games because of the others. I have considered using bash for skyrim but when I tried to install it, it said I should reinstall skyrim outside the program files folder. Can anyone tell me if I should be okay if I go a head an install it? If not, can anyone point me to a thread explaining how to reinstall skyrim outside the normal folder? I have tried but steam keeps installing it in the same place. Thanks OH, and I know for a fact I was not using bash for fallout lol.
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I edited my first post to explain what the editors did for those who are not aware of them.
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Hello, First off, let me say that I have just gotten back into Skyrim and have begun to start adding mods. While I have not had any problems with compatibility, I still always feel uncomfortable by adding a new one because by using the NMM, I feel as if I don't really understand what each mod adds. What I mean is that yes, I could manually install each mod like I did back for fallout new vegas, and fallout 3, but the NMM is so great and convenient it really saves time and energy. However, when a problem arises with a mod in Skyrim, finding the reason is much more difficult for me. In new vegas or FO3, I would just boot up their respective "edit" mods and make a merge patch. At the very least, I would understand and visually see where the error was. I can't seem to find any form of "Skyrim Edit" or "TESVEDIT" or whatever you want to call it. Is there one and I just don't know where to find it? If there isn't, will there be one? Thanks for everything guys. PS: Yes I use BOSS, understand load order, and could manually install each mod. The main question here is about whether there is an "editor" program/mod like the two for fallout new vegas and fallout 3. EDIT: For those who are not aware of what the editors did in the fallout games, I will do my best to explain. Basically, the editors would "load" all the esms and esps and other files (If you use BOSS for skyrim, all the files it gives you info on basically). If there was an error that would cause an immediate CTD if you were to actually launch the game, the program would stop and tell you it failed. You could use some of the information it gave you on the side to tell roughly where the problem was. After the editor was able to "load" all the files without a simulated CTD happening, it would have a list of all the mods, their folders, and subfolders. Basically, everything in the mod could be seen if you clicked deep enough into the files. The person could choose to have a color scheme that would show a variety of information, but (for me) the most useful was red to show any other conflicts. These conflict could ether be conflicts that would cause a CTD in the game while the player was playing, or it could be the conflict would just block something from one of the mods. The person then had several options they could do. I actually found I understood load order better after seeing these programs run, but the main thing you could do was create a merged patch which would allow a seperate esp to be either automatically made by the program or manually adjusted by the person that would resolve the biggest problem. What I mean by this is that for each conflict, one mod could be chosen to take "priority" over the others even if they were loaded before. The program did this by copying the information of the desired mod into the new esp which would be loaded last in order to help preserve the overall load order.
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thanks for the answers. I will look at trying to duplicate the cells first and see if my comp can handle it. After that, we will see where I can go.
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I just downloaded this mod: http://skyrim.nexusmods.com/downloads/file.php?id=16374 I played with it a bit and I noticed it had a lot of lag at points. I think the problem is that it is an "open" city and is loaded with the rest of the map. I want to test to see if "closing" it off would be a good way of reducing the lag. Basically, make this city like the default cities are and put it in its own cell. My question is how would I go about doing this in a general sense? Is it possible for me to duplicate the cells that it is in and then make them their own self contained cell? This is for my personal use only, but if I am successful and it does work, I am going to share it with the author. Thanks in advance.
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I looked in the hotkeys list in the kit itself and did not find anything. I was asking because I was watching a few videos online and it appeared as if the person was not using the mouse to move some objects. It could have been that I just could not see the cursor, so I was curious.
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I know how to select multiple items and move them at the same time. Use the mouse button, ctrl button, and click to move. However, my quesiton is about doing it easier. I also know to do small changes by turning off or adjusting the "to grid" option. 1. Is there a way to do these adjustments without using the mouse? Can I hit a button and (if I am "snap to grid") move the object one move to the left for example? To rotate, this would mean I could move the object with the button by 1 degree. 2. Is there a way to select multiple objects AND go to the object info screen (I don't know if this is the right name. It is the screen for an object that has the x, y, z coords as well as the three axis of rotations and the current rotation of the objects). Basically, I want to select multiple objects, go to this screen, and make exact movements? Thank you if this is obvious, but I have not found anything to help. I may not even be asking the right thing. I am just trying to get use to the creation kit.